Maiden Voyage
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Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and social simulations. Rule your lands as a medieval lord -- the seasons pass, the weather changes, and cities rise and fall.
Developer: Slavic Magic
Publisher: Hooded Horse
Release Date: 26 April 2024
Genre: City Builder, Simulation, Strategy
Price: $39.99 USD | £34.99 GBP | €39.99 EUR -- 25% discount for launch
ABOUT
ABOUT
This game is a passion project started by a solo developer.
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and expand your lands through conquest.Inspired by the art and architecture of late 14th century Franconia, Manor Lords prioritizes historical accuracy wherever possible, using it to inform gameplay mechanics and visuals alike. Common medieval tropes are avoided in favor of historical accuracy, in order to make the world feel more authentic, colorful, and believable.
Manor Lords provides a gridless city-building experience with full freedom of placement and rotation. Building mechanics are inspired by the growth of real medieval towns and villages, where major trade routes and the landscape influenced how settlements formed and developed.
- Spreading outward from a central marketplace, build your residential, commercial, and industrial districts following the natural lay of the land. Establish farms based on soil fertility, position hunting grounds according to animal populations, and ensure access to adequate resource deposits and forests to provide the raw materials needed for growth.
- Assign areas for housing and watch your residents build their homes in accordance with the historical burgage plot system. Each area will be subdivided based on your roads and the allotted space, and homes will scale accordingly.
- Build extensions behind larger homes to generate resources that would not otherwise be available. Homeowners don't just pay taxes – they grow vegetables, raise chickens and goats, and otherwise supply themselves and other townsfolk with essential needs beyond what your managed farms, pastures, and industries can provide.
- Guide your settlements through the unique demands and opportunities of each season, enjoying the bounty brought by spring rains and preparing for the harsh snows of winter.
From boots to barley and hides to honey, Manor Lords features a great variety of goods fitting of the era. Materials need to be transported and processed into finished products through production chains, and you must balance the basic needs of your people against the desire to produce luxury items to ensure happiness, manufacture trade goods for export, or forge arms and armor to aid in your conquests.
- Resources are littered across the map, encouraging you to expand and establish multiple specialized settlements. Extract valuable ores from your mining colonies, while villages devoted to agriculture, herding, or hunting supply the grains and meats needed to feed your growing populations. Will you spend your hard-earned influence to first acquire a rich source of iron for your smiths, or will you prioritize regions with fertile soil to serve as your breadbasket?
- Unchecked expansion will have a direct effect on the environment. Herds of deer will migrate away from encroaching civilization, lack of crop rotation will worsen soil fertility, and cutting down too many trees will result in deforestation.
- Establish trade routes and sell surplus goods to traveling merchants to enrich your population. Manufacturing and exporting a variety of goods will provide wealth with which to upgrade your peoples’ homes, import goods you can’t produce yourself, and through taxes on said wealth, fill your own coffers.
Yours is but a small parcel of land in a vast territory, and the competing ambitions between you and rival lords will inevitably lead to conflict. Lead your people into battle, not as expendable units to be easily replenished, but as your beloved loyal subjects where every death is a cost worth considering.
- Train a retinue of skilled warriors to fight battles alongside the levies you raise from the town militia. At times these soldiers will be needed to suppress banditry, and at other times you will lead your men into battle to conquer or defend territory. When needed, mercenaries are a costly option to bolster your ranks. Will you raise the militia at the first sign of trouble, bringing your economy to a stand-still as your peasants pick up arms and rush to form ranks, or will you spend your personal wealth to hire bands of sellswords instead?
- Command real-time tactical battles, taking into consideration fatigue, weather conditions, and equipment. Position your troops wisely – a smaller force can defeat a larger enemy, if commanded well.
- Feel the cost of battle, even in victory, as each fallen soldier represents a lost person from your city.
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EARLY ACCESS
Hey everyone,
A few words from the Dev before the launch into Early Access
It's been quite a journey so far, but it won't stop on April 26th. During development, the core tester group was around 130+ people. Given the popularity of the game, I'm pretty sure there is going to be a wave of feedback that I will need to address after the early access launch.
I wanted to address a few things for everyone who intends on buying the game on April 26th...
What this game is not.
-Manor Lords is not a Total War competitor. It's a citybuilder with battles. Yes, battles are there, but not as huge or as frequent as some of you might expect. The majority of gameplay is focused on citybuilding and management.
-It's not a Empire Management style Grand Strategy game either. The map has regions, but you won't be able to conquer the whole Europe, nor have marriages or anything like that. The game is designed to play at a much smaller scale.
-It's not an RPG either. If you played KCD or Mount&Blade, ML is a different type of game. There is a visit mode in Manor Lords which allows you to walk around your town, but it's an experimental, cosmetic bonus feature, the game is really meant to be played from the "bird's eye" perspective, like a strategy game (almost always) should. There won't be any first person gameplay.
-It's not a competitive, fast paced RTS like Age of Empires or Starcraft. A lot of the game mechanics focus on aesthetics of your town and resources take some time to be transported around the map. This results mostly in a more of a relaxed experience, with high intensity moments spicing up atmospheric citybuilding rather than the game being at high intensity all the time.
This will be an early access release.
Yes, it must be disappointing, but I think it's the right choice. It's my first serious game and not only some stuff is still unfinished, but I bet you guys will ask me to change some things you don't necessarily like. But I want to pursue an open development strategy of a back and forth between me and you, I think it worked great for the game so far (I'm comparing to times where there wasn't even a testing group and I was developing in a bubble).
The publisher and I recently shared the game with content creators all over the world.
Feel free to check out numerous streams and let's plays out there before buying
to make sure this is the game for you!
That said, the reception has been super positive so far for which I’m very grateful. I think the game should find a way into the hearts of players who expected Manor Lords to be what it is, a realistic, organic, authentic city builder with real time battles.
Roadmap
I do not plan on releasing a roadmap yet. I've made a mistake once or twice before, of promising and working on a feature only to find out that the testers didn't care as much as I did and that they actually wanted something else. So even if I have a plan, I want to adopt the philosophy of "listen, verify, implement". This way I expect the first month of patches to be just bug fixes and polish. During that time, together with Hooded Horse, we’ll be collecting your feedback and then prioritizing work based on what we hear.
I'm still considering whether to keep the testing of future patches closed or open, my current idea is to have an open pre_release beta branch so that everyone who owns the game can check and test the most recent pre-release unstable version of the game and contribute if they want to. And keeping the main branch as the previous most stable version. Though let me know, maybe you'd prefer me to keep the unstable versions to a closed testing group?
As always, thanks for following and all the support. I’ll certainly keep the updates more frequent here once the early access officially starts.
Have a good one!
Greg
Why Early Access?
“We love considering and implementing ideas from players, and we will use Early Access to both expand and improve the game. Early Access provides a great way of involving players in the development process, and we are looking forward to working with the community to make a better game together.”Approximately how long will this game be in Early Access?
“We might remain in Early Access for around a year, but that might change depending on how the design develops with player feedback.”How is the full version planned to differ from the Early Access version?
“The full version of the game is planned to have additional content influenced by community feedback during Early Access, however, the structure and major mechanics of the game are already present now. We also plan to conduct additional polishing, balancing, and bug fixing during the Early Access period.”What is the current state of the Early Access version?
“The Early Access version is fully playable and has all the content and features described on the About This Game section of the store page. This includes fleshed out medieval city building, resource management and a detailed combat experience.”Will the game be priced differently during and after Early Access?
“We might increase the price during the Early Access period as additional content and features are added.”How are you planning on involving the Community in your development process?
“We love involving the community in development and are active on our Discord and the Steam forums. We want to hear all suggestions, bug reports, and player feedback in order to make a better game together.”SCREENSHOTS
TRAILERS
SOCIAL
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